Card game

ABSTRACT

The present invention provides a method of playing a card game for two or more players. In some embodiments, the method comprises setting up the game and propagating the game. Setting up the game comprises dealing to each player a set of cards from the deck of cards to create a personal pile, wherein a first player to dispose of the personal pile wins the game. The steps of propagating the game comprise having a player constructing a set of hand cards by drawing cards from the draw pile, starting a counting pile with a seed card having a numerical value of 1 or 12, and building on the counting pile by placing a building card onto the counting pile, wherein the building card is taken from the player&#39;s personal pile or hand cards.

FIELD OF THE INVENTION

The present invention relates to games and particularly card games.

BACKGROUND OF THE INVENTION

Card games provide entertainment for people of all ages. Generally, card games are interesting, exciting, and even challenging. They can maintain the attention of players for hours at a time, and provide an opportunity for people to get together to have fun.

Various well-known card games exist today. However, there is always a need for a new card game to complement or replace the existing games.

SUMMARY OF THE INVENTION

The present invention provides a method of playing a card game for two or more players. In some embodiments, the method comprises setting up the game and propagating the game. Setting up the game comprises (a) obtaining a deck of cards, wherein each card in the deck has a numerical value of 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 or 12; (b) dealing to each player a set of cards from the deck of cards to create a personal pile, wherein only the top card of the personal pile is visible to all players, wherein a first player to dispose of the personal pile according to the below step (f) wins the game; and (c) forming a draw pile from the cards remaining in the deck of cards that are not dealt to the players.

The steps of propagating the game comprise having a player (d) constructing a set of hand cards by drawing cards from the draw pile; (e) starting a counting pile with a seed card having a numerical value of 1 or 12; (f) building on the counting pile by placing a building card onto the counting pile, wherein the building card is taken from the player's personal pile or hand cards, wherein the building card is the next consecutive bigger numerical value card if the seed card has a numerical value of 1, wherein the building card is the next consecutive smaller numerical value card if the seed card has a numerical value of 12; (g) terminating the player's turn by forming a reserve pile from the cards remaining from the set of hand cards (if the player has any remaining cards in the set of hand cards). In some embodiments, the termination occurs when the player cannot start the counting pile, or cannot build on the counting pile, or voluntary terminates his turn. In some embodiments, the cards in the reserve pile can be used by the player for building the counting pile on the next round of play for the player. Upon the termination of the player's turn, a next player repeats step (d) through (g) above to propagate the card game.

In some embodiments, the deck of cards comprises a wild card which is deemed to have any numerical value from 1 to 12. In some embodiments, the deck of cards includes 14 sets of cards numbered 1 through 12, and 22 wild cards for a total of 190 cards. In some embodiments, the deck of cards has less than 144 cards. In some embodiments, the deck of cards has 190 cards. In some embodiments, in step (b) each player is dealt with 20 to 30 cards for creating the personal pile. In some embodiments, the set of hand cards comprises five cards. In some embodiments, in step (f) if the player disposes of all of the cards in the set of hand cards, then the player proceeds to construct another set of hand cards by drawing from the draw pile.

In some embodiments, two or more players can form a team. The first player of the team may play from any of his teammate's PERSONAL and RESERVE piles in addition to his own. During the first player's play, his teammate must remain silent. The first team to dispose of all the team's PERSONAL pile into the COUNTING pile wins the game.

Any feature or combination of features described herein are included within the scope of the present invention provided that the features included in any such combination are not mutually inconsistent as will be apparent from the context, this specification, and the knowledge of one of ordinary skill in the art. Additional advantages and aspects of the present invention are apparent in the following detailed description and claims.

DESCRIPTION OF PREFERRED EMBODIMENTS

Equipment Needed for the Game

A deck of 190 cards having (a) 14 sets of cards, wherein each set of cards comprises 12 cards and each card has a numerical value of 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 or 12, and (b) 22 wild cards. The wild card does not have a number written on it, but may represent any number from 1 to 12 when applicable (see below). In some embodiments, the wild card may have a picture of a feline, e.g., a cat. Optional equipment may include a game tray and player trays.

Object of the Game

The object of the game is to be the first player or first team to play all the cards in his PERSONAL pile.

Setting up the Game

Allow enough room in the center of play (e.g., center of the players) for a DRAW pile and up to 8 COUNTING piles. The COUNTING piles will be developed during the course of play. The COUNTING piles will be community piles for all players' use. Each player should allow enough room in front of them for a PERSONAL pile and up to 4 RESERVE piles. The RESERVE piles will be developed during the course of play.

Description of Piles

PERSONAL pile: Each player will have one (1) PERSONAL pile to their right or left. The cards will be dealt face down, and the top card only will be turned up. No player is permitted to look at any other cards in their PERSONAL pile other than the top card.

DRAW pile: Once the initial deal (passing out of the cards) is complete, the remaining cards are placed face down in the center of the table or game tray to form a DRAW pile.

COUNTING pile: During the course of play, up to 8 COUNTING piles may be created. A COUNTING pile can only be created with a 1, 12, or wild card. Each COUNTING pile is built up numerically in sequential order, i.e., cards 1 through 12 or in reverse order 12 through 1. Wild cards may be played as any numbered card in the deck. Once a pile of 12 cards is complete, it is removed from the center of play, set aside, and a new COUNTING pile may be created in its place. The cards in each COUNTING pile may be placed in a staggered manner so that the players can easily determine the next number to be placed onto the COUNTING pile. In some embodiments, of the 8 COUNTING piles, 4 COUNTING piles of cards are to be built upward numerically, i.e., 1, 2, 3, 4, etc., and 4 COUNTING piles of cards are to be built downward numerically, i.e., 12, 11, 10, 9, 8, etc.

RESERVE pile: During the course of play, each player may create up to four RESERVE piles to his left or right, with the cards laying face up. The RESERVE piles may consist of any number of cards, in any order; however, only the top card of each pile may be used in play. In some embodiments, only the top card in each RESERVE pile is facing up. In some embodiments, more than one card in each RESERVE pile is facing up, e.g., all the cards are faced up.

In some embodiments, during the course of play each player may create up to two RESERVE piles to his left or right, with the cards laying face up. The RESERVE piles may consist of any number of cards, in any order; however, only the top card of each pile may be used in play. In some embodiments, only the top card in each RESERVE pile is facing up. In some embodiments, more than one card in each RESERVE pile is facing up, e.g., all the cards are faced up. Playing with only two RESERVE pile makes the game more difficult.

Playing the Game:

One player will shuffle the playing cards. Each player draws a card. The player with the highest numbered card is the dealer. Wild cards do not count during this process. The deal moves to the left after each hand is complete. The number of cards given to each player at the outset of the game depends upon how many players are participating. For example, if 2, 3 or 4 players are participating, the dealer may deal 25 to 30 cards to each player. If 5 or more players are participating, 20 to 25 cards are dealt to each player. Note: the number of cards dealt shortens or lengthens game time. These cards are dealt face down and become each player's PERSONAL pile. Each player then turns face up the top card of their PERSONAL pile, leaving it on top of the PERSONAL pile. The dealer then places the remaining cards face down in the center of play or in the game tray to form the DRAW pile.

The player to the left of the dealer goes first. The first player draws 5 cards from the DRAW pile at the beginning of his turn and holds these cards in his hand for only him to see. The first player then looks at his PERSONAL pile. If the top (face up) card on his PERSONAL pile is a 1, 12, or wild card, he may use that card to start a COUNTING pile in the center of play or on the game tray. (The 1, 12, or wild card that is used to start the COUNTING pile is also referred to herein as the “seed” card.) If the top card of his PERSONAL pile is used in play, he then turns up the next card on the PERSONAL pile, so that he has one card face up on his PERSONAL pile at all times. The first player then makes any plays he can using his DRAW cards or the top card on his PERSONAL pile, i.e., by building up the COUNTING piles in consecutive numeric order. For example, if a COUNTING pile starts with a 1 card, the next card to go on top would be a 2 card to build the pile in increasing numeric order. If the COUNTING pile starts with a 12 card, the next card to go on top would be an 11 card, to build the pile in descending numeric order. The first player's turn continues as long as he can make a play. If he plays all 5 of his hand cards, he then takes 5 more cards from the DRAW pile and continues until he can no longer make a play. Note that if a player inadvertently draws too many cards, he must shuffle the extra cards into his PERSONAL pile (this is a punishment, since the goal of the game is to clear the PERSONAL pile). Once the first player can no longer make a play or does not want to, he ends his turn by placing one of the cards in his hand to his left or right side in a RESERVE pile (face up) for use later in play. A player may have up to 4 RESERVE piles for his use. Only the top card (which is always faced up) of each RESERVE pile is available for play. If the player ends his turn and does not have any card in his hand, then he does not place any card onto a RESERVE pile. If the player wishes to continue to make a play (i.e., building the COUNT pile) and is able to, then the player can continue to draw cards from the DRAW pile when the player does not have anymore hand cards.

Play continues in this fashion, one player at a time, to the left of the first player, and so on. On a player's second and succeeding turns, a player must first draw enough cards from the DRAW pile to bring his hand back to 5 cards. Players continue to build COUNTING piles in the center of play using the cards they are holding in their hands, PERSONAL pile cards, and/or RESERVE pile cards. Because the winner of the game is the first player to play all of his PERSONAL pile cards, it is best to play the cards from the PERSONAL pile whenever possible over a hand card (which is from the DRAW pile) or RESERVE pile card.

Once a COUNTING pile is complete, i.e., contains 12 numbered cards in consecutive order either from 1 to 12 or 12 to 1, the pile is removed from the center of play and a new COUNTING pile may be created. No more than 8 COUNTING piles may be in play at any given time. In some embodiments, of the 8 COUNTING piles, 4 COUNTING piles of cards are to be built upward numerically, i.e., 1, 2, 3, 4, etc., and 4 COUNTING piles of cards are to be built downward numerically, i.e., 12, 11, 10, 9, 8, etc.

If the DRAW pile is depleted, the cards from the completed COUNTING piles that have been set aside may be shuffled by the dealer and used in play as the new DRAW pile.

If a player draws and plays out of turn and the error is noticed by another player before this illegal turn is finished, the illegal turn stops immediately and play reverts to the proper order. However, when the illegal player resumes his next turn for the first time since the illegal pay, he does not get to draw from the DRAW pile, but instead he must play this particular turn with cards from his RESERVE pile and/or PERSONAL pile. This is a penalty because it reduces the illegal player's chance of clearing his PERSONAL pile. After he serves this one penalty, he loses his illegal status and resumes normal play and procedure.

If a player draws and plays out of turn and completes the turn without being noticed, the play is considered legal and play resumes as normal, starting with the player to the left of the out-of-turn player.

Partnerships:

The game may be played utilizing partnerships, i.e., if the game has 4 players, 2 players form a partnership; if the game has 6 players, 3 players form a partnership, etc. Each partnership may be referred to as a team.

All previous rules of the game apply, except for the following:

During a player's turn, he may play from any of his partner's PERSONAL and RESERVE piles in addition to his own. However, during a player's turn, the partner/partners must remain silent. Only the player taking the turn can ask one of his partners to make a play. For example, the player might say “partner, play your wild card as a 5” or “partner, play your 9.” Any player guilty of cheating must take 2 cards from the DRAW pile and place them in his PERSONAL pile without looking at the cards. The game is over when all PERSONAL piles of a partnership are gone.

Short Game:

Four players wishing to play a short version of the present card game can deal each player 10 cards for their PERSONAL pile. All other rules apply.

Scoring the Game:

If players wish to play several games and keep score, the winner of each game scores 5 points for each card remaining in his opponents' PERSONAL piles, plus 25 points for winning the game. The first person/team to score 500 points wins the game. Another way that can be used for scoring is to keep track of how many games each player or team wins, e.g., the player or team won 2 out of 3 games.

Various modifications of the invention, in addition to those described herein, will be apparent to those skilled in the art from the foregoing description. Such modifications are also intended to fall within the scope of the appended claims. Each reference cited in the present application is incorporated herein by reference in its entirety.

Although there has been shown and described the preferred embodiment of the present invention, it will be readily apparent to those skilled in the art that modifications may be made thereto which do not exceed the scope of the appended claims. Therefore, the scope of the invention is only to be limited by the following claims. 

1. A method of playing a card game for two or more players; the method comprises setting up the game and propagating the game, wherein setting up the game comprises: (a) obtaining a deck of cards, wherein each card in the deck has a numerical value of 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 or 12; (b) dealing to each player a set of cards from the deck of cards to create a personal pile, wherein only the top card of the personal pile is visible to all players, wherein a first player to dispose of the personal pile according to the below step (f) wins the game; (c) forming a draw pile from the cards remaining in the deck of cards that are not dealt to the players; wherein propagating the game comprises having a player: (d) constructing a set of hand cards by drawing cards from the draw pile; (e) starting a counting pile with a seed card having a numerical value of 1 or 12; (f) building on the counting pile by placing a building card onto the counting pile, wherein the building card is taken from the player's personal pile or hand cards, wherein the building card is the next consecutive bigger numerical value card if the seed card has a numerical value of 1, wherein the building card is the next consecutive smaller numerical value card if the seed card has a numerical value of 12; (g) terminating the player's turn by forming a reserve pile from the cards remaining from the set of hand cards (if the player has any remaining cards in the set of hand cards), wherein the termination occurs when the player cannot start the counting pile, or cannot build on the counting pile, or voluntarily terminates his turn; wherein the cards in the reserve pile can be used by the player for building the counting pile on the next round of play for the player; wherein upon the termination of the player's turn, a next player repeats step (d) through (g) above to propagate the card game.
 2. The method of claim 1 wherein the deck of cards comprises a wild card which is deemed to have any numerical value from 1 to
 12. 3. The method of claim 1 wherein in step (b), each player is dealt with 20 to 30 cards for creating the personal pile.
 4. The method of claim 1 wherein the set of hand cards comprises five cards.
 5. The method of claim 1 wherein in step (f) if the player disposes all of the cards in the set of hand cards, then the player proceeds to construct another set of hand cards by drawing from the draw pile.
 6. The method of claim 1 wherein two or more players form a team, a first player of the team may play with any of his teammate's personal and reserve piles in addition to his own; wherein during the first player's play, his teammate must remain silent, and wherein the first team to dispose of all the team's personal pile into the counting pile wins the game.
 7. The method of claim 1 wherein the deck of cards comprises 190 cards. 